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Play as a group, isolated on different planets, sharing research. Mod of Planet Picker. Play any planet as a start, with multiplayer. Intended for at least one player on each planet. Restructured some techs to require certain planet sciences, and uses parallel labs to link research across different planets.
Small changes concerning balance, gameplay, or graphics.
Adds researches to upgrade the mining and crafting speed of your character
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
The mod scales up pyanodon's storage space icons relative to the storage size (to be more readable from the remote view) and also moves them a bit in an aesthetically pleasing way
Small changes concerning balance, gameplay, or graphics.
Adds several large/super-large chests with logistic network supports. Adopted for version 2 of Factorio
Mods introducing new content into the game.
Mods introducing new content into the game.
Inserters of all kinds don't use any power. That's it. Based on an older mod, but with rewritten code. Thanks to DellAquila and Rotn240 for the original mod. Big thanks to Notnotmelon for coding help.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This mod adds a quicksave-key (F6 by default) which saves the game to '_autosave-quick<nr>'. By default the number rotates between 1 and 3 similar to the built-in autosave-feature. This can be changed in the Mod settings. It is also possible to set a name for the save there. This is most useful, when the option "Use different mod settings per save" is activated in Other settings.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Official ERM compatibility addon for Space Exploration. It's required when you are playing with both ERM and SE mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Provides the player with a long reach for complete access to items, ores and trees across the entire visible play area.
Mods introducing new content into the game.
Lost crafting time is compensated. Your craft speeds up depending on your craft activity. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Small changes concerning balance, gameplay, or graphics.
Provides the option to make elevated rails see through and allows to select object behind the elevated rails.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
A simple GUI for controlling game speed (slower/faster). Includes a configurable safety feature that automatically resets the game speed to normal (1x) when critical alerts—such as attacks or entity destruction—are detected, ensuring you don't miss important events.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Allows captive biter spawners to be mined, returning itself as an item.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Makes all resources infinite. extends from sonaxaton‘s. does not affect ups.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.